• 2

    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]

    Been awhile since I've stopped by here (and I'm not sticking around for long...). I was recently contacted by a developer who was interested in picking up Ancient Warfare development and continuing the mod for recent Minecraft versions. I wasn't aware that the mod had been abandoned (having left it specifically under someones care), but looking over the commits, it was apparent that there had not been any recent updates.


    So I am pleased to announce P3pp3rF1y has offered to continue development. I have given him author-level access to the existing Github master repository for AW2 (non-forked) - https://github.com/shadowmage45/AncientWarfare2 - as well as authorized him to create new releases on CurseForge. Sounds like he is possibly only a few weeks out from having the first usable releases -- though I cannot give any more concrete timelines, I'm sure he'll be glad to share whatever information that he can.


    Hopefully under its new developer and management Ancient Warfare may continue to be around for years to come. Its quite something to come back after several years away and see the thread still being active :)


    Regards and best wishes,


    Shadowmage

    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    Quote from Gottam»
    So has any of the new devs picked up the mod yet?

    GotoLink has offered to pick up development (or at least bugfixing and updates). Got the towns stuff about as finished off as I can given my time and willpower. I've let things kind of rest a bit over the holidays, but will probably be officially transferring the source repositories under his control later today / this week.

    I may continue development at some point in the future, but it would likely be me submitting pull-requests for GotoLink to merge/publish.
    Posted in: WIP Mods
  • 1

    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    Quote from MohawkyMagoo»
    The new town generation system is working just fine. This is a large village, all structures replaced, spawning on BOP Chaparral biome. No problems with BOP, Highlands or EBXL at all.

    Only thing I would add is some scatter grass after the filling edges generate. It looks a little bare at the moment to blend properly into a biome.



    I'm successfully generating towns and exterior farmlands. They look great.

    How do you do the scans for the walls and towers? How do you determine whats a r gate / l gate etc?

    The best example of the wall-gates setup I could give, would be to examine the ones that are included in the default pack.


    Essentially you scan them from the outside at the bottom-right corner, with the wall extending outwards to your left. For corners, it extends to your left and forward.



    Gate / Rgate / Lgate designations are a bit tricker.

    Gate type is used whenever the walls are an odd-length number of chunks. So there is a single gate centered in the chunk.

    Rgate/Lgate are used when the walls are an even-length number of chunks. You end up with a left half, and a right half (both one-chunk long), with the gate being half in the lgate template, and half in the rgate template. (basically, take your single gate, expand the sides by 8 blocks each, and scan it as two gates)

    Images/examples:

    Straight wall / gate:





    Lgate scan:



    (hold shift to offset to the air block)





    Rgate scan:







    corner scan:







    You -can- include air on the exterior of your walls, but you would need to make all walls consistent + have it set properly in the town template. Can use the super-large walls as shown in the dev-thread (use large corners, put an improper wall-id number in the pattern to force it to skip a section, etc.. etc..).
    Posted in: WIP Mods
  • 1

    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    Quote from TomXPro»

    That's fair enough. Thanks. Where can I find the translation strings?

    As I noticed, structures and NPCs are spawning fine in the world but they seems to be neutral to the players.
    I would like to spawn enemies so players have to conquer castles and buildings.
    Can we change that anywhere?

    You might need to regenerate your config files (and or reset the faction standings for the world or start a new world). I had recently updated the default faction standing for all of the npc factions from neutral to hostile (for precisely the reason you state), however since it is config based (and persistent), its not the easiest thing to immediately fix.

    There is also a / command to adjust faction standings for specific players (/awfaction i believe).... set it to a negative value to have that faction be hostile towards the player. The instruction manual / in-game help should have precise directions on how to use it.
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    Quote from TomXPro»
    Could you PLEASE(!) add localization support?
    It's one of the most annoying points if mods come without it.

    If needed, I could translate the German part.

    There -is- built-in localization _support_.

    However, only one person has offered to provide a localization (zh_tw; traditional chinese), and so that is the only (non english) localization that the mod ships with.

    If you would like to see more languages supported, you are fee to submit a pull-request with the necessary language-files.
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    Hello Shadowmage, sorry to bring this up while all the transfers are occurring, but i feel this is relatively important

    there seems to be some issue with the Auto-Crafting Station, and i am unsure if this intentional or not

    I hook up my couriers to wheat farms, who collect wheat and then delivers it to the Auto-crafting Station, which is set up to produce bread, which is then delivered to my Town Hall. all farms and stations have workers and operating properly. the problem occurs in the Auto-crafting Station after it produces bread, and places it into the Auto crafting Stations unique inventory, instead of its main inventory. the Courier can NOT collect from this unique inventory, and does not collect the bread, and i have to move it manually, which defeats the purpose of my Automation system

    I'll take a look at this. Last I looked though, everything was working well (I had/have a bread-making automation setup on my test server using the auto-crafting table, pretty sure it is still working).

    The inventory in the auto-crafting table should be accessible by a hopper at least (as that is how I extracted my finished product), or otherwise configurable (is there an 'Inventory Side Adjust' button?).

    (Edit: You do know you can set the block-side that the courier accesses, right? E.g. Tell the courier to pull from the bottom of the auto-crafting station block).
    Posted in: WIP Mods
  • 1

    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    Quote from ReINeL02»
    So what's the problem?

    http://turbobit.net/mxt8ugj09c9w.html - logs

    How about a non a non ad-link version, or posting it in spoiler tags, or any other form of trying to make it easy for me to help you. Not going to click through a bunch of crap and download your log file, sorry. Learn to use the internet.
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    Quote from ReINeL02»
    Hi! I have problems with the server. As soon as I install this mod on the server, it stops working. The server hangs when the startup. Have to close it through Task Manager. May be the case in my assembly? When I start a single game it works fine. minecraft version 1 7 10.

    my mods: ancient warfare , village taverns, utility mobs, twilight forest, reccurent complex, millenaire, lava monsters, invasion, infernal mobs, helpful villagers, gravestone, Mo creatures, bibliocraft, archimedes ships, mine and blade, treecapitator.

    Please post the actual log files from when the crash occurred. These should be in your mincraft directory, in a subfolder called 'logs'. I will need that information before I can begin looking into the cause/solution.
    Posted in: WIP Mods
  • 3

    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    Release Candidate is available for download:

    https://github.com/shadowmage45/AncientWarfare2/releases/tag/2.4.83-beta-MC1.7.10

    NOTE: This is a testing release, please backup any world before updating to this version, and maintain regular backups if it is a world you care about; there may be bugs. Also, it adds new world gen. If you do not want the towns, disable them via the config file (launch MC to generate the configs, exit MC, edit the structure config to disable town gen, and finally relaunch MC and load your world).



    This release adds in the world-generation town system, and fixes a ton of outstanding issues. However, there were some pretty large changes in some areas, and the town-system is all new, so there may still exist bugs and imbalance.

    I had aimed to get more testing and polish done on this by this point, but its a ton of work and went slower than predicted. So, I'm posting up the release-candidate for download now, so that the brave players can have something new to toy with. Will work on getting the final public release polished up soon. Please report issues on GitHub, and let me know of any balance/feedback you can think of.

    Merry x-mas, and happy holidays,

    Shadowmage
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    Quote from teagan75»

    I tried with an iron and then a diamond hammer and then with a generator. When I hit with the hammers it says it is just rotating the block and the generator does nothing either.

    edit: Right clicking with anything else says "0.00% done with build pass: 1 of 4." Also, this is what the manual says "The control block may be picked back up into item form as long as construction has not yet started; once construction has started, breaking the control block will not drop an item – all unplaced resources will be lost." However, when I do this it says the block is corrupt.

    edit: ok so according to the manual miners were needed to build the structures but it is the craftsman that is needed. now I am having no issues. Another thing i noticed is that ladders are not recognized in the drafting table so i cannot complete village hut 1

    Thx for the info.

    Apparently I was missing a mapping for non-zero-metadata ladders, which would cause them to be unrecognized in the drafting station. Fixed now, should be available with the upcoming release.

    Oh the other issues... sorry, not sure what to tell you. I have not seen or experienced anything similar in my tests. Please open up an issue on the GitHub page with as much detail as you can provide, and someone will look into it as soon as possible.
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    Quote from Dulciphi»

    That would be the issue with pistons in a flat world. I believe the dev version has a fix for this. ..I'm fairly sure. Either way, more info can be found on the github issue. Basically the issue only occurs on flat worlds generating structures that use pistons

    Yep, and yep. More precisely it is any block that adds block events when the block is initially placed (for vanilla, is just pistons), as the block-event queue is not yet initialized when chunk-gen starts on superflat worlds. Fix is done in dev code (delay all structure generation to a tick-handler), will be in place for my final public release (probably this weekend / early next week).


    Do you have any of the vehicle module finished? and if you do will you end releasing what you've finished?

    Not anything useable. Some testing framework for the OBB collision detection / movement. I think I had imported a model or two and some textures for the catapult. Had a basic missile entity coded (the base entity for all of the cannonballs/etc). Have the trajectory calculation stuff coded (e.g. calc angle and power to hit a specific point). Client-side prediction (proper client-server movement handling) was also in place. Alot of the more major back-end support code and more complicated concepts were coded.

    Where I was stuck was trying to figure out the best way to handle allowing NPCs to mount + drive vehicles. There are -major- issues with pathfinding for a vehicle that were pretty much unresolveable given current MC code (at least not in any kind of decently performant manner).

    If that could be solved (or just ignored, e.g. NPCs can aim, but not drive, the vehicles), then the meat of the basic/original vehicles could likely be finished up in a few weeks (most of that time would be spent doing models/textures/animations, and even much of that work could be imported from AW1 without much change).

    At this point I cannot say what GotoLink's plans will be regarding development of new features. However, I might be able to contribute some work towards finishing up the vehicles after a bit of a break; I don't have the time or patience for it at the moment, but would hate to see them not be implemented at all.
    Posted in: WIP Mods
  • 5

    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    Hi all,

    So, just to set fears to rest; the mod is not dead yet, and hopefully may have a long life ahead of it.

    I have been contacted by several people interested in continuing development of the mod, and will be handing over control of the source and assets to GotoLink over the next couple of days. He is one of the more active posters on the Forge support forums, helping others solve their problems; has helped me solve a problem or two; and is certainly qualified to continue development from a java and modding knowledge aspect.

    I cannot say how fast development of new features would be, as he manages quite a few other projects as well, but at the very least there should be continued bug-fixes and perhaps updates to new MC versions.


    On that note, I do currently plan on releasing one final public update in the next week or so that will contain the fixes and features from the current in-dev branch + public branch (mostly the town-generation system). It is too close to finished to just leave it in its current state. I was going to do this as a surprise, but with all the other turmoil, probably better to lay it out in the open now.
    Merry Christmas :)
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    I have decided to discontinue personal development of Ancient Warfare mod.

    This is due to many reasons, but mostly a lack of time. Hard to enjoy developing an MC mod if you never get to play MC or the mod being developed.

    Ancient Warfare is open source. What this means is that -anyone- is free to continue development if they wish. Just because I am no longer interested in development personally does not mean that the mod needs to stop here.



    If you are interested in continuing development on this mod, please contact me via PM within the next week (I will likely not be monitoring emails after that time). I can transfer ownership of the mod source repository, assets, and all linked sites, and can be available for a while to answer questions regarding the source and setup and continuing development.



    I will likely have this forum thread locked shortly. If the mod is picked up for development by someone else I can likely have the thread un-locked, or a new thread can be started under the new ownership.
    Posted in: WIP Mods
  • 1

    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    Quote from Loulou4672»
    Hi,

    little problem : to research "Theory of Gravity" I need an apple, but I have Enviromine installed and the apple is a bit rotten so it doesn't work, because it's not exactly an apple ...

    I tried the the command line /awresearch add userName TheoryOfGravity , it doesn't work

    Nothing I can do about it. If you choose to use mods that alter the vanilla mechanics, and I rely upon those vanilla mechanics to be in place, there is exactly zero that I can do to solve it. You can not use the mod that alters vanilla stuff, not use AW, or tell that mods' author to not F&*K with things that they shouldn't be (e.g. creating incompatibilities by altering vanilla items/blocks/mechanics).

    As to the command, you need to use the proper name for the research (these are listed in the language file, or internally in the .csv data-sheets). I'll see about adding a list of proper names to the instruction manual.

    Try /awresearch add <username> theory_of_gravity
    Posted in: WIP Mods
  • 0

    posted a message on [1.7.10] Ancient Warfare [Forge][SMP][WIP][D/L]
    Quote from MCDomYT»
    I get this crash every time I place a heavy distributor on 2 shafts, one coming from my windmill
    http://openeye.openmods.info/crashes/57c97648c3d02eab22194bcee2581b6d

    Thx for the report.

    Think I have it solved now. Only think so, because where it is crashing is a technically dead-code area anyhow, which should never be called; its crashing on an icon lookup, which is not surprising considering those blocks do not have or ever use icons. (I.E. Something is doing strange rendering, calling getIcon() on a block that should never have that called because it is custom rendered and does not have icons).
    Posted in: WIP Mods
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